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CAPS 2017: Barrelfish ([Finesse]/Present/Law) vs. ARMed-Pirate (Mono Red)


#1

@ARMed_PIrate glhf! I’ve never played this deck before, so we’ll see how it goes.

P1T1


StartingHand Workers

STARTING HAND
Tenderfoot
Fruit Ninja
Helpful Turtle
Wither
Older Brother


WORKERS
Fruit Ninja


NextHand

Bloom
Timely Messenger
Brick Thief
Spark
Granfalloon Flagbearer


Discard

Wither
Helpful Turtle
Older Brother


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Tenderfoot - ($2)
Geiger - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Tenderfoot (1/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Lvl 1 Geiger (2/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 5
Thoughts

Workering Fruit Ninja because 2 vs. 3 attack doesn’t matter much vs. Red starter, and if I don’t play it this turn I won’t want it post reshuffle.

This deck is interesting because all 3 heroes can use the same starter spells and have the same stats and leveling curve. I’m putting out Geiger in case sparkshot is useful, but I’ll probably end up teching more spells for Bigby. I expect I’ll be able to trade out Geiger when I need to.


#2

Get lunch: hand food!

I’m actually really inexperienced with Mono Red, too. This should be fun!

EDIT: Just updating thoughts.

P2T1


StartingHand Workers

STARTING HAND
Bloodrage Ogre
Pillage
Careless Musketeer
Nautical Dog
Charge

WORKERS

Careless Musketeer

NextHand

Scorch
Bloodburn
Makeshift Rambaster
Mad Man

Discard

Charge
Pillage

Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Recruit BRO - ($2)
Recruit Nautical Dog - ($1)
Build Tech I - ($0)

Float ($0)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Bloodrage Ogre (3/2+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Nautical Dog (1/1, Frenzy 1)
  • :exhaust: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 1
  • Disc: 2
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6

[details=Thoughts][spoiler]
This is my first time playing mono-Red outside of face-to-face Red v. Green. Interesting. Weird having Tech I only cost 1. I’m patrolling NDog in Scav because I usually am more stretched for money than cards early-game, and am usually okay with 4-card hands most of the game. I’ll try to get back up eventually.

I don’t know what I’ll do next turn. Depending on what he does, I may go absolutely crazy and do Tower+Bloodburn? But there’s also room for Drakk shenanigans, Zane Shenanigans, Scorch, or Rambaster if he leaves something open. I need to remember not to worker Pillage (like I ever would), to further capitalize on my econ advantage. Against Law I need to remember to push for a mix of units of different techs ('cause Injunction). And I need to consider the Elite spot more often to make sure that Fencers die instead of flickering to hit twice.

Early techs are probably Lobber and Firebat. If I go Heroes’ Hall, then Bloodlust; otherwise it’ll wait 'til second cycle for Tech II. It’s mostly for Jaina and Firebat. No idea which spec I’ll want here. I don’t think I’m base racing. But Bamstamper, Firebird, and even Firehouse (against his relatively low-health Finesse stuff) are tempting. Blood (Barrows/Gliders) could help me out-value him in a haste war or go for Bugblatters and PGC for a death hurricane. Anarchy has the strongest defensive units (Steam Tank) but also solid haste. Actually, now that I look at Marauder, I’m thinking one of my first techs will be Detonate, and I’ll go Anarchy Tech II. Let’s try to hammer the econ advantage all the way home. It would be more useful if he was rolling non-neutral/non-Green, since his neutral removal works equally well for all heroes. But I think (esp. if I can get a decent Pillage in), this could be a game of good, old-fashioned Red Control. That’s what Red does, right? Control decks? I’m probably right.
[/spoiler]

[/details]


#3

P1T2


Tech StartingHand Workers

TECH
Argonaut
Nimble Fencer


STARTING HAND
Granfalloon Flagbearer
Brick Thief
Timely Messenger
Spark
Bloom


WORKERS
Fruit Ninja
Brick Thief


NextHand

Helpful Turtle
Bloom
Spark
Granfalloon Flagbearer
Argonaut


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Bloom Geiger - ($2)
Geiger kills BRO
Tech I - ($0)

Float ($0)
Discard 3, reshuffle, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Tenderfoot (1/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Lvl 1 Geiger (3/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

Option 1: Bloom Geiger, kills BRO, Tech I. Tenderfoot patrols in Squad Lead. Geiger lives and threatens to level unless he plays 2 of Mad Man, Zane, and Scorch
Option 2: Bloom Geiger, kills BRO, Tenderfoot kills Nauti Dog, Tech I. Geiger dies to Mad Man or Zane. This seems worse
Option 3: Spark Nauti Dog, Tech I. Patrol tenderfoot in Elite. This seems too passive.

Option 1 seems best. I could lose Geiger, but I’m not too reliant on him and it would cost him a hefty chunk of resources. Teching Argonaut and Nimble Fencer as solid Tech I bodies.


#4

What? Seriously? But he was just standing there, not hurting anybody! Maybe he was a pacifist BRO, just waiting to mosey on back to my hand after he was done patrolling! You don’t know!

This aggression cannot stand, man.

(;

[details=Thoughts][spoiler]
Man, he left me in a tricky position. I really want to break his Tech I (MM and Zane take out Tenderfoot, Rambaster and NDog take out Tech I, leaving me with NDog, Rambaster, and Zane as 2/1). But leaving a Bloomed hero around to heal up is no bueno. Not to mention that the heal will be free with a 2/1 Zane exposed.

I need to take Geiger out, and ideally keep my hero alive through an assault of Fencers and Messenger. All my heroes midband at 4, which is frustrating. I want Zane in next turn, in case I draw Detonate. But that means if I play a non-Zane hero, or no hero, those sweet Geiger levels get wasted. I’m going to go for something that leaves midband Zane and one unit, which is the best I’ll be able to get. I have to hope that he didn’t draw Wither/Messenger/Bloom+Fencer, or Wither+Bloom+Messenger, or double Fencer. If he did this will backfire; moreso if Detonate’s not even in my next hand.
I’m pretty sure this is dumb. (:

I’m workering Bloodburn. I think it has a solid place in such a haste-and-death heavy match-up, but that Bloomed Geiger meant I just couldn’t get it out this turn. And if I can’t get it out early, I’m not sure the maybe 3 damage spread out over T4-T6 will be worth it. Normally I’d worker Scorch, but all my heroes can play it for $3, and Sirlin seems to think it’s stupid-good in the late game for Mono Red.
[/spoiler][/details]

P2T2


Tech StartingHand Workers

TECH

Detonate
Lobber


STARTING HAND
Bloodburn
Mad Man
Scorch
Makeshift Rambaster

WORKERS

Careless Musketeer
Bloodburn

NextHand

Lobber
Nautical Dog
Scorch
Bombaster

Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Summon Captain “Sham” Zane (definitely not Count Olaf in disguise) - ($3)
Zane knocks off armor and deals 1 to Tenderfoot; her foot is now truly tender
Recruit Makeshift Rambaster (so shifty!) - ($1)
Rambaster bastes Tenderfoot’s ram and survives
Nautical Dog trades with Geiger; Zane to Lv. 3
Zane midbands and heals - ($0)

Float ($0)
Discard 2, draw 1, reshuffle, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :exhaust: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Captain Zane, Lv. 4 (3/3)
  • Makeshift Rambaster (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7

[details=Afterthoughts]
Well, no Detonate, but a lot of cheap stuff. If he doesn’t kill Zane this turn, there’s good odds I can make him survive at max next turn until Detonate shows up. If not, I’ll use it next cycle. I maybe should have done Taxman instead of Lobber. I’ll need to remember that Elite slot. (Keep reminding myself.)

[/details]


#5

One BRO is no trouble, but once you get a few of them together they start wearing shirts with popped collars and doing keg stands. That’s too disruptive, I couldn’t take the chance.

P1T3


Tech StartingHand Workers

TECH
Injunction
Nimble Fencer


STARTING HAND
Bloom
Spark
Granfalloon Flagbearer
Helpful Turtle
Argonaut


WORKERS
Fruit Ninja
Brick Thief
Helpful Turtle


NextHand

Tenderfoot
Nimble Fencer
Older Brother
Timely Messenger
Wither


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Argonaut - ($2)
River - ($0)

Float ($0)
Discard 3, draw 4, reshuffle, draw 1


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Argonaut (3/4+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: River (2/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

This would have been a great turn to have drawn either of my hasty guys. As-is I don’t love being behind on tempo already.

Patrolling Argonaut is the obvious play, to which the obvious response is to maxband Zane to shove him to lookout and then kill him with Zane (or to scavenger/technician for a bonus). Which leaves Zane at 1 HP. So I need to summon a hero to patrol to keep him from getting good value from Rambaster. And if that hero dies too, no biggie because Zane will already be maxband. Do I want to stash anything to delay my reshuffle? That depends on the overall plan

General plan is Present Tech II with law spell backup. I think I’ll at least tech Injunction this turn because it will definitely be useful. In theory I could go to Tech II next turn, but I doubt I’ll have the board presence to protect it yet. So no benefit in delaying the reshuffle to start teching in Tech II stuff this turn. So no benefit of stash. Now the question is whether my hero this turn is likely to die. If yes I want River so I can bring out Bigby for Injunction. If not, I want Bigby for the opposite reason. He could do that and kill Argonaut if he has Scorch or Lobber, or do it guaranteed if he’d rather kill my hero than Argonaut. That’s a lot of options, and I may not have Injunction in hand anyway. I’ll bring out River. Patrolling technician because I’ll definitely have both Timely Messenger and Nimble Fencer in hand next turn, and playing both could give me a nice tempo swing.

Injunction will be valuable at Tech I as well as Tech II, so I’ll tech it in now. Another Fencer would help keep board presence strong too.


#6

[details=Thoughts][spoiler]
Okay. So I have a lot of options this turn.

First, I could just build Tech II and play Lobber and Dog, or Tech II and max Zane (shove something, kill something). But I’m not cycling this turn, so I don’t actually need my Tech II until next turn (maybe later, depending on how low I go on cards: #dangerous thinking).

I could spend a lot of resources to kill Argo, then kill River, getting free levels! But levels on Zane are wasted if there’s nothing else to shove around.

I probably don’t want to leave River around, because her sideline can open up hero kills more easily. I probably don’t want to leave Argo around (at least, not without some damage), because it’s silly efficient doing double duty as offense and defense. (Heheh.)

I really wish Lobber could hit heroes/patrollers; I’d just scorch and lob River to death, get the free maxband on Zane, shove Argo, then kill it.

  1. I could Scorch River, then max Zane to shove her to Scav and kill her. That gets me up to $8 and uses $5 of it. I’d still have 3 left over for worker, Lobber, NDog. It would leave me with a two-card hand next turn, but I could put both of my units in Scav/Technician, and put 4/4 Zane on the back line. Or I could kill Argo with Rambaster and Zane, but then 4/1 Zane is vulnerable to Wither. Risky risky. Riskier than leaving Argo on the table to be supplemented by Fencers? And if Bigby pops out with Injunction, do I really want my only Tech unit (Lobber) patrolling?

  2. I could max Zane to shove Argo, turning it into 3/3. Zane kills River (Zane 4/2) we both draw. If I draw a Detonate I’ll have not enough money to play it, which would be very sad.
    2a) If I draw Mad Man, I could Lobber for $1, MM for $1, trade them into Argo (efficient!) and Rambast the Tech I for 3, but skip worker (real bad!). Now I’m drawing a 3-card hand.
    2b) If I draw anything else, it’s Lobber for $1, worker for $1, and I’m drawing a 4-card hand. And Lobber and Rambaster could trade with Argo, which is still a good trade in my book. My ideal in this case is to draw Pillage or Charge. 1/5 chance of being really sad with Detonate. But killing Argo leaves my 4/2 Zan vulnerable so the smart move might be to hit the argo with Rambaster and patrol the Lobber in Scav. Still really vulnerable to Fencer.

  3. I could shove Argo as above, but have Lobber and and Rambaster trade with River. Same problems but if I kill the Argo I’m down one HP for Zane. Nyet.

  4. I could Scorch Argo in place, making it a 3/3 ($3 of $7 spent). Lobber suicides into Argo ($4 of $7), making it 3/1. Max Zane, shoving Argo to death in Scav ($6 of $8). Worker ($7 of $8). NDog ($8 of $8). We’re back to the 2-card hand. But I could kill River with Zane, drawing a card (3-card hand). And have him (4/2) protected by a 1/1, probably in Technician. This really maximizes Zane’s abilities. And without Argo, that might be just enough protection for Zane to live a turn. I’m spending $7 to kill a $3-cost card, but getting $1 back (so $6 for $3), and getting River dead (so $6 for $5 and card stability).

  5. I could Scorch Argo ($3 of $7), Lobber Argo ($4 of $7), Rambast Argo, kill River with Midband Zane, who survives, maxxes, heals, and draws me a card. Wastes Zane’s ability. But I have a 4/4 Zane. Worker for $1 ($5 out of $7). NDog for $1 ($6 out of $7). Let’s do that.

My number 5 was way off. I must have been tired/distracted. I missed that Lobber does what Bombaster does for cheaper, and an exhausted Zane can’t attack again. Fixed.

And… I drew the Pillage! Pretty good! If I drew Detonate I still could have played it, but I would have had to skip worker which negates the whole point. It’s too bad (or lucky for me) he didn’t float. I could have skipped worker to drop Bombaster and Pillage. (;

I want to save Pillage to drive home my econ advantage later if the opportunity arises. So I need to decide to play and worker Bombaster and NDog, and I don’t know which to do to which. One’s better defense, and more flexible offense, the other floats me money. What will I do next turn with my 3-card hand? I’ll have $8. $4 goes to Tech II. $3 goes to Detonate. If I’m lucky in my draw, $1 goes to Mad Man if crucial, or worker otherwise. If I float now by playing NDog, I can do both.

What if things go crazy and I skip Tech II again? BRO+Charge for $4, Detonate for $3, worker for $1, or Mad Man. So, same situation.

All things equal, I think I’d rather have a Bombaster patrolling this turn then an NDog this and a MM next, even if it means I have a more expensive unit in my deck competing with Marauders.

Speaking of, I teched a Flame Arrow, in case Injunction hits my Tech II and Zane dies.
[/spoiler][/details]
P2T3


Tech StartingHand Workers

TECH

Marauder
Flame Arrow


STARTING HAND
Bombaster
Scorch
Lobber
Nautical Dog
Pillage

WORKERS

Careless Musketeer
Bloodburn
Nautical Dog

NextHand

Detonate
Bloodrage Ogre
Charge

Discard

Makeshift Rambaster
Lobber
Scorch
Marauder
Flame Arrow
Pillage

Tech 2 card(s)
Get Paid - ($7)
Rambaster suicides into Argo, knocking off armor
Recruit Lobber - ($6)
Lobber suicides into Argo, dealing 2 damage
Zane casts Scorch, burning Argo to death - ($3)
Zane (3/3) hits River (2/3), killing her and surviving; we both draw a card, Zane maxxes and heals; Zane’s maxband shoves…uh… wait… damn. Zane composes himself and strikes a cool thumbs-up pose!
Worker - ($2)
Recruit Bombaster - ($0)

Float ($0)
Discard 1, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Bombaster (2+1/2)
  • :ps_: [I]Scavenger[/I]:
  • :exhaust: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Captain Zane, Lv. 6 (4/4)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 1
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

[details=Afterthoughts]
Makin’ it happen. And I remembered the Elite slot!

[/details]

@Barrelfish You’re up. (:


#7

Gentle bump; I assume you’ve been participating in real life like a well-rounded human being, and hope your weekend has gone well. (:


#8

P1T4


Tech StartingHand Workers

TECH
Hyperion
Tricycloid


STARTING HAND
Nimble Fencer
Wither
Timely Messenger
Older Brother
Tenderfoot
Bloom


WORKERS
Fruit Ninja
Brick Thief
Helpful Turtle
Older Brother


NextHand

Granfalloon Flagbearer
Injunction
Nimble Fencer
Spark


Discard

Argonaut
Nimble Fencer
Wither
Bloom
Hyperion
Tricycloid


Tech 2 card(s)
Technician draw
Get Paid - ($7)
Worker - ($6)
Tenderfoot - ($5)
Nimble Fencer - ($3)
Timely Messenger - ($2)
Nimble Fencer trades with Bombaster
Bigby - ($0)

Float ($0)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Tenderfoot (1/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Timely Messenger (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Lvl 1 Bigby (2/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 0
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

#9

P2T4


Tech StartingHand Workers

TECH

Marauder
Pirate Gunship


STARTING HAND
Detonate
Charge
Bloodrage Ogre

WORKERS

Careless Musketeer
Bloodburn
Nautical Dog
Charge

NextHand

Mad Man
Bombaster
Pirate Gunship

Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Build Tech II (Anarchy) - ($3)
Zane casts Detonate, trashing one of your workers (should adjust worker column and your Get Paid amount under Actions) - ($0)

Float ($0)
Discard 1, draw 1, reshuffle, draw 2


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Captain Zane, Lv. 6 (4/4+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :exhaust: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 8
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9

[details=Thoughts][spoiler]
I could have Charged the BRO, killed SQL and kept BRO alive, killed Scav. with Zane to gain a gold, and still had enough to worker Detonate and build Tech II, or Detonate and float a bunch. But I’m sticking to the plan.

I teched in Pirate Gunship, in the hope that I would draw it later. Sadly, I drew it this turn, and without a Marauder. I’m wishing I’d stuck Zane in Technician and let him die. Well, if he Injunctions my Tech II, it’ll be no harm done. I may go straight to Tech III next turn, or bring in max Drakk or something. Wishing I’d teched Bloodlust or Kidnapping instead of the Ship, but I still think the Ship was the smarter tech.
[/spoiler]

[/details]


#10

P1T5


Tech StartingHand Workers

TECH
Injunction
Hyperion


STARTING HAND
Granfalloon Flagbearer
Spark
Injunction
Nimble Fencer


WORKERS
Fruit Ninja
Brick Thief
Helpful Turtle
Spark


NextHand

Nimble Fencer
Tricycloid
Hyperion
Injunction
Argonaut


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech II [Present] - ($2)

Float ($2)
Stash 1, Discard 2, reshuffle, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Tenderfoot (1/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Timely Messenger (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Lvl 1 Bigby (2/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 8
Thoughts

Floating gold rather than playing Nimble Fencer here. Anarchy Tech II means Monkey and Lizzo are both likely, and more blockers won’t help with that. Would rather keep the gold since my Tech IIs are so expensive.

Stashing Injunction as a hedge. If he wipes my patrol (not unlikely), he can probably either kill Bigby or Tech II, but not both. If he leaves Tech II alive, then I can get a good swing back by playing those units. If he kills the Tech II, Injunction will give me a chance at stabilizing. Teching a second Injunction and a second Hyperion to keep the strategy going.


#11

Lucky, lucky you! No Pillage in my hand this turn!

[details=Thoughts]
I had a really hard time deciding between Drakk and Tower this turn. Tech III was a no-brainer, with an otherwise unimpressive hand and no way to get great trades. I’m pretty sure Zane’s going to die, but I think leaving him in SQL and building Tower makes it really hard to flicker Hyperion at me. Tricycloid’s still an issue, but that still makes Tower the right choice, because he could easily Tricycloid, kill Drakk, use the levels to max Max, flicker, nail Zane, finish him with weenies.
[/details]

P2T5


Tech StartingHand Workers

TECH

Pirate Gunship
Ember Sparks


STARTING HAND
Mad Man
Bombaster
Pirate Gunship

WORKERS

Careless Musketeer
Bloodburn
Nautical Dog
Charge
Bombaster

NextHand

Scorch
Lobber
Bloodrage Ogre
Marauder

Discard

Pirate Gunship
Mad Man
Pirate Gunship
Ember Sparks

Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Build Tech III - ($3)
Build a Tower (Pew pew!) - ($0)

Float ($0)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Captain Zane, Lv. 6 (4/4+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :exhaust: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 4
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10

[details=Afterthoughts]
So, after the draw, one Marauder (yay!) and Lobber, BRO, Scorch (yay!) all useful and full of possibility. Still no Pillage (boo!). Next turn should be okay. Turn after I might be able to manage Jaina, Marauder, Pillage, Flame Arrow, which should be pretty interesting.

[/details]


#12

I wasn’t worried, because pillaging is against the Law (also I figured you might have workered it already). Speaking of against the Law, I do not like all this Anarchy you are stirring up. I am placing you under court order.

P1T6


Tech StartingHand Workers

TECH
Temporal Distortion
Chronofixer


STARTING HANDInjunction
Argonaut
Hyperion
Nimble Fencer
Tricycloid
Hyperion


WORKERS
Fruit Ninja
Brick Thief
Helpful Turtle
Spark


NextHand

Injunction
Hyperion
Nimble Fencer
Bloom
Wither


Discard

Temporal Distortion
Chronofixer
Timely Messenger
Hyperion
Injunction
Tricycloid
Argonaut


Tech 2 card(s)
Get Paid + float - ($10)
Hyperion. Draw - ($5)
Nimble Fencer - ($3)
Timely Messenger suicides into Zane
Hyperion kills Zane and dies to Tower. Bigby to level 3
Nimble Fencer, Bigby, and Tenderfoot break your Tech III, taking 1 tower damage each. Your base to 18
Bigby places an Injunction on your Tech II, imposing Law and Order on your rabble-rousing - ($0)

Float ($0)
Stash 1, Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Lvl 3 Bigby (2/3)
  • Tenderfoot (1/1)
  • Nimble Fencer (2/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 1
  • Disc: 7
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

I have a ton of options on this turn. Let’s play some out
To clear out Zane, I could:
a) Hyperion + Messenger --> 5g + Bigby + Tenderfoot + card draw left
b) Nimble Fencer + Tenderfoot + Bigby + Messenger --> 8g left
c) Tricycloid pings + Tenderfoot + Messenger --> 5g + Bigby + 3/3 Tricycloid left. Could swap Bigby for Tenderfoot + Messenger, but that seems worse
d) Tricycloid pings + Nimble Fencer --> 3g + Bigby + 3/3 Tricycloid + Tenderfoot + Messenger left

Where would I go from there?
a1) Nimble Fencer + Bigby + Tenderfoot kill Tech III. Injunction Tech II --> he has Tech I. I have Fencer, Bigby, Tenderfoot, no worker
a2) Tricycloid (2 pings) + Bigby + Tenderfoot kill Tech III. Meh, this is worse
b1) Hyperion + Nimble Fencer kill Tech III. Worker. --> he has Tech I and Tech II. I have Hyperion and Fencer
b2) Same, except subsitute Tricycloid. I end up with a 3/3 Tricycloid instead. This is worse
c1) Nimble Fencer + maxband Bigby kill Tech III. Worker --> he hasTech I and Tech II. I have Fencer, 3/3 Tricycloid, and max Bigby
c2) Hyperion + Bigby kill Tech III --> he has Tech I and Tech II. I have Hyperion, 3/3 Tricycloid, and Bigby, no worker
d1) Nimble Fencer + Bigby + Tenderfoot kill Tech III. Worker --> he has Tech I and Tech II. I have Bigby, Fencer, Tenderfoot, Messenger, 3/3 Tricycloid
d2) Injunction Tech III. Bigby + Tenderfoot kill Tower --> he has tech I and Tech II and no tower. I have Bigby, Tenderfoot, Messenger, 3/3 Tricycloid, no worker

Option a1 is the only way to knock out both Tech I and Tech II. It leaves me with damaged Fencer, Bigby, and Tenderfoot and 8 workers against a Tower. Next turn I would have another Hyperion + Injunction coming (I can stash either if I draw them off of Hyperion, or stash Tricycloid instead), against whatever Tech I stuff he can throw out this turn (Lobber and ??). That is a very strong position, and potentially a GG.
Of the “leave Tech II alive” options, c2 looks like the best of the bunch. Having Hyperion and Tricycloid in play is nice, and I am definitely in a good position, but it leaves open the possibilty of a big swing from his hasty/stealthy Tech II guys. I like the safer option.

Tech-wise, going for Temporal Distortion for shenanigans, and Chronofixer to give some hero lockdown

Post-draw: I managed to draw the second Hyperion. Should I play that over Fencer + Injunction? No, because I can’t lock out Tech II that way. It’s awful tempting though. I’ll stash it for next turn.


#13

Just a reminder that Hyperion draws when it attacks, not when it arrives.

No change needed for your turn.


#14

[details=Thoughts][spoiler]
So, we knew that was a possibility, even if it makes me a sad panda.

My choices are to spend all my gold on max Drakk for hasted BRO, Lobber, and break his Tech II, or to just kill Bigby. He skipped a worker there. He does not have enough money to flicker Hyperion or Tricycloid, even killing Drakk. I wonder if he put in Immortals to deal with Gunships? That might be rough?

If I just play Drakk and Lobber, with only max Drakk on defense, he could kill him with Spark+Hyperion. Then Fencer+another Fencer+Tenderfoot could take out my Tech II. Or he could play Grounded Guide+Hyperion, kill Drakk with Hyperion, and kill Tech II with Big Tenderfoot+Big Fencer. Scary. That’s an argument for breaking Tech II instead of Bigby (also keeps him from bringing in Geiger). But I’m more scared of Injunction.

I think the answer is to play BRO, which means workering Scorch (sad) or Marauder (sad) and going down on cards again (sad). The upside is that killing Bigby lets me float 1, even playing BRO, so I’ll have the money to play Jaina+Marauder+Flame Arrow if I draw them all.

What can he do? Well, Hyperion+Grounded Guide will still make Tenderfoot a 3/2, who can trade with BRO. And Fencer becomes 4/3, and trades with Drakk. And 5-HP Hyperion kills Tech II. Ugggly. But worse without the BRO. Sigh. If he plays GG+Hyperion and I lose, I grant him MAD RESPECT. That’s an awesome way to go.

If he doesn’t have GG, then putting BRO in Technician gets me a card, but makes it too cheap to kill him.

Hrmm. I could skip worker for the same amount of money next turn, and guarantee all the cards I want… I think it’s worth it.
[/spoiler][/details]

P2T6


StartingHand Workers

STARTING HAND
Lobber
Marauder
Scorch
Bloodrage Ogre

WORKERS

Careless Musketeer
Bloodburn
Nautical Dog
Charge
Bombaster

NextHand

Flame Arrow
Marauder
Makeshift Rambaster
Pillage

Discard

Pirate Gunship
Mad Man
Pirate Gunship
Ember Sparks
Lobber
Marauder
Scorch

Tech 0 card(s)
Get Paid - ($10)
Skip worker
Can’t rebuild Tech III while waiting for my appeal ):
Summon Drakk Ramhorn, to midband! - ($5)
Recruit Lobber - ($4)
Recruit BRO - ($2)
Lobber trades with Bigby in a Frenzy; Drakk to max

Float ($2)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Bloodrage Ogre (3/2+a) “Hey, bro, where’s the keg!? Am I early!? This party is lame!”
  • :psfist: [I]Elite[/I]: Drakk Ramhorn, Lv. 6 (3+a/4, Hits your base for 1 when he dies)
  • :ps_: [I]Scavenger[/I]:
  • :exhaust: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 0
  • Disc: 7
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 10

[details=Afterthoughts]
Let’s see if he breaks my Tech II. Honestly, I’m rooting for him. C’mon, Grounded Guide! C’mon Virtuoso madness!

[/details]


#15

Edited: forgot to discard my Hyperion before I drew. Redrew my new hand.

P1T7


Tech StartingHand Workers

TECH
Argonaut
Community Service


STARTING HANDHyperion
Wither
Bloom
Injunction
Nimble Fencer
Granfalloon Flagbearer


WORKERS
Fruit Ninja
Brick Thief
Helpful Turtle
Spark
Granfalloon Flagbearer


NextHand

Chronofixer
Community Service
Hyperion
Bloom
Injunction


Tech 2 card(s)
Get Paid - ($8)
Hyperion. Does not draw because what silly person would think Hyperion draws on arrival? - ($3)
Geiger - ($1)
Tenderfoot and Nimble Fencer trade with BRO
Hyperion kills Drakk and dies to Tower. Now I draw a card. Also my base to 19 and Geiger to level 3
Worker - ($0)

Float ($0)
Discard 4, reshuffle, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Lvl 3 Geiger (2/4)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 11
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

Meh, losing Bigby means I can’t keep Tech II locked down. Given that I am having a devil of a time keeping up any board presence, there’s some hasty Anarchy shenanigans coming my way

Option 1: Hyperion, Geiger, worker. Tenderfoot and Fencer trade with BRO, Hyperion trades with Drakk. Patrol midband Geiger
Option 2: Hyperion, Geiger, worker. Hyperion kills BRO. Patrol Tenderfoot, Nimble Fencer, Geiger.
Option 3: Same as option 2, but play and patrol Nimble Fencer instead of Geiger.

Option 1 trades 2 fewer patrollers in exchange for getting rid of Drakk. That protects me from Kidnapping on Hyperion (which would be disastrous), maxband haste (not a huge threat when he has so many hasted units already), midband Frenzy (Lizzo can one shot my tech buildings), and Drakk’s attack. The downside is I have 2 fewer blockers to deal with Zane (guaranteed available), Marauder, and his starter hasted guys. Both options leave me open to Lizzo or Monkey.

I don’t have a strong lean one way or the other. I’ll go with Option 1 because I think it limits the downside of how bad things could get. There’s a good chance I lose Tech II this turn, so I’ll tech in Argonaut and Community Service to give myself some alternative plays.

Post-draw: Still end up with a good range of options. Hyperion/Geiger maxband shenanigans if Geiger and Tech II both survive somehow. Otherwise Bigby + Injunction at least delays Gunship another turn.


#16

[details=Thoughts][spoiler]
I’ve been really happy with my patrols so far, given how those last few turns went.
I almost fell into the trap of playing Jaina and Flame Arrow this turn. But I’d have to use the Marauder to kill Geiger to get the scav. bonus for Pillage. (Playing Flame Arrow first to kill Geiger, then Marauder, means not enough money for Pillage.) So Flame Arrow would only do 3 damage to Tech II. Which is just what Rambaster would do.

This is much better:
[/spoiler][/details]

P2T7


StartingHand Workers

STARTING HAND
Flame Arrow
Marauder
Pillage
Makeshift Rambaster

WORKERS

Careless Musketeer
Bloodburn
Nautical Dog
Charge
Bombaster

NextHand

Marauder
Lobber
Flame Arrow

Tech 0 card(s)
Get Paid + float - ($12)
Skip worker
Rebuild Tech III
Summon Captain Zane, back and better than ever! - ($10)
Recruit Marauder, boosted: please trash a worker from your Workers column and adjust your Get Paid line accordingly - ($4)
Marauder kills Geiger, taking 2; you gain $1 from the Scav. bonus; Zane to Lv. 3
Zane casts Pillage, - ($3)
stealing your Scav. bonus, and dealing 2 to your base because yo-ho Marauder - ($4)
Recruit Makeshift Rambaster - ($2)
Makeshift Rambaster hits your Tech II for 3
Captain Zane destroys your Tech II; your base takes 2 more
Captain Zane strikes another cool thumbs-up pose!

Float ($2)
Discard 1, reshuffle, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :exhaust: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Captain Zane, Lv. 3 (2/2)
  • Marauder (4/1)
  • Makeshift Rambaster (1/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 10

[details=Afterthoughts][spoiler]
So I kept Flame Arrow instead of workering it because the 3 card hand gave me a significantly higher chance of drawing Gunships (if I’m calculating right).

I didn’t midband Zane because it was important that I have $12 available in the unlikely scenario that I drew both Gunships. Zane’s an MVP this game, but not that important in the grand scheme.

Lobber, Marauder, Flame Arrow is not a bad hand. Again, I have to hope for no Injunction.
[/spoiler]

[/details]


#17

Sorry for the delay - busy week at work. This isn’t looking good for me, but I’m not dead yet!

P1T8


Tech StartingHand Workers

TECH
Temporal Distortion
Argonaut


STARTING HAND
Community Service
Hyperion
Chronofixer
Injunction
Bloom


WORKERS
Fruit Ninja
Brick Thief
Helpful Turtle
Spark
Bloom


NextHand

Tricycloid
Argonaut
Argonaut
Nimble Fencer
Timely Messenger


Discard

Community Service
Injunction
Hyperion
Chronofixer
Temporal Distortion
Argonaut


Tech 2 card(s)
Get Paid - ($8)
Rebuild Tech II
Bigby - ($6)
Bigby targets your hand for Community Service, putting Marauder into play under my control. (I would have thought the penalty for brutally murdering a worker would be stiffer than this, but the law is the law. - ($1)
Marauder’s service to the community is killing Zane. Bigby is promoted to level 3 for stopping a dangerous terrorist. Marauder dies to tower and is buried back in your discard pile
Worker - ($0)
Bigby breathes a sigh of relief that you don’t have Gunship in hand. We will live to fight another day!

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Lvl 1 Bigby (2/4+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 15
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 6
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

Teching some stuff, since the game will almost certainly be over by the time I draw it.

My only options are Bigby + injunction or Bigby + Community Service. Injunction guarantees I can hold off Gunship for a turn, but he will just wipe my Tech II again and that’'s GG.

Community Service gamble nets me Marauder, and no Gunship! I’ll live another turn. Now the question is whether I can attack/patrol in any way to keep my Tech II alive next turn.

His full set of attack options is:
Marauder 4
Zane 2-4 + maxband ping
Rambaster 1+2
Lobber 2
Jaina + Flame Arrow 4 or 3
Drakk midband frenzy

If I attack with Marauder and kill…
Zane: Bigby can patrol in SQL for 5 health. Midband Drakk (5) + Lobber (2). Frenzied Marauder kills Bigby. Lobber + Rambaster break Tech II.
Marauder: Bigby patrols in SQL for 4 health. Maxband Zane kills him (3). Rambaster + Lobber kill Tech II (2) Midband Drakk (3 after Bigby is killed) let’s Frenzied Marauder break Tech I

If I don’t attack with Marauder and patrol…
Marauder in SQL, Bigby in Scav/Tech: Marauder trades. Midband Zane (1) kills Bigby and maxbands. Rambaster and Lobber (2) break Tech II. if he maxbands Zane and shoves something to Tech, maybe he draws something he can play too.
Bigby in SQL, Marauder in Scav/Tech: Maxband Zane kills Bigby (3). Midband Drakk (3 after bounty). Lobber (2). Frenzied Lobber trades with Marauder. His Marauder breaks Tech II. Frenzied Rambaster smacks Tech I or base.

Ok, all of these options suck. The least bad option is Marauder kills Zane. He has to go down to 1 card to break Tech II, which limits the potential shenanigans he can pull next turn.


#18

[details=Thoughts][spoiler]
I was expecting Community Service, but that was in some ways not as bad (Tech II’s still up, as if it matters) and in some ways much, much worse (down a card). Screw Zane. I’m worried because he took my chances of drawing a Pirate Ship from 70% to 50%, if I play out my hand and do what I want to do. I mean… I guess I could not play Lobber, and use my Rambaster to kill Bigby, and break his Tech II without hurting his Tech I. But I really want a bigger board. Sigh I’m doing something dumb again. But hands are for the weak and lonely!

Oh, bright side: no Injunction coming! Just Fencers! And if he’s really smart, a Discord to wipe my Marauder.
[/spoiler][/details]

P2T8


StartingHand Workers

STARTING HAND
Lobber
Marauder
Flame Arrow

WORKERS

Careless Musketeer
Bloodburn
Nautical Dog
Charge
Bombaster

NextHand

Mad Man
Pillage

Discard

Marauder
Lobber
Flame Arrow

Tech 0 card(s)
Get Paid + float - ($12)
Skip worker
Summon Drakk Ramhorn, to midband - ($7)
Summon Jaina Stormborne - ($5)
Recruit Lobber - ($4)
Lobber suicides into Bigby for 2 damage after armor
Jaina casts Flame Arrow, incinerating Bigby in a draconic shaft of burning death; Drakk to the max: radical, dude! - ($0)
Marauder busts up your Tech II in a Frenzy; your base takes 2
Rambaster bastes your Tech I in a Frenzy, dealing it 4 damage

Float ($0)
Discard 0, draw 2


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Drakk Ramhorn, Lv. 6 (3/4+a, Hits your base for 1 when he dies)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :exhaust: [I]Technician[/I]: Jaina Stormborne, Lv. 1 (2/3, Sparkshot)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Marauder (4/1)
  • Makeshift Rambaster (1/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 2
  • Deck: 5
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10

[details=Afterthoughts][spoiler]
I shouldn’t have played Lobber. I drew MadMan+Pillage. I was really hoping for Ember Sparks if not Pirate Ship, to take out a patroller and Tech I. Ember Sparks and Pirate Ship would have been the best.

At least if my Marauder’s still around I can Pillage for 2 damage. Maybe steal a float or scav? And I have a 70% chance of drawing Pirate ship next turn no matter what. And I should be floating beaucoup money, so I’ll be able to play both Pirate ships if I draw the double ship (1/10 chance).
[/spoiler]

[/details]


#19
Pirate

Discord only affects tech0 and tech 1’s, so your Marauder is safe from that!


#20
Shadow_Night_Black

Y’know, I actually realized that yesterday (or was it this morning). But because I’m tired I forgot again!

I don’t know if there’s any way short of Now! or Two Step+2xFencers that he can break my line. And even then, I think Jaina will be alive. And there’s no way he can defend while breaking my line. So I should be able to either have a ton of firepower from Drakk (maybe enough to break through and win), or I should be able to hit his base for 2 from Pillage, 1 from MM, 3 from Jaina, 4 from Marauder, and 3 from Rambaster for game. I’m hopeful, anyway.

Oh, and Zane can come back! I’m pretty sure I’m in good shape.